
我也遇到过这样的问题,后来上网查了才知道VS本身没有glut安装包,在网上下一个windows环境下的安装包,将下载的压缩包解开,你将得到5个文件(glutdll, glut32dll, glutlib, glut32lib,gluth),按一下步骤 *** 作
1)把gluth复制到x:\Program Files\Microsoft\Visual Studio 100\VC\include\GL文件夹中,如果没有GL这个文件夹则可以自己新建一个。(x是你安装VS的盘符号)
2)把解压得到的glutlib和glut32lib放到静态函数库所在文件夹(即与include并排的lib文件夹下)。
3)把解压得到的glutdll和glut32dll放到 *** 作系统目录下面的system32文件夹内。(典型的位置为:C:\Windows\System32)
这样应该就不会出现不被识别的问题了,希望能够帮到你
点“工程”->“设置” 有个“连接”选项卡,在下面“对象/模块库”里面加上 opengl32lib和glu32lib
试试行不行
这些错误肯定是又有没有链接库造成的,但有没有别的问题就不知道了
这可能是由于您的摄像机配置或着色器配置不正确导致的。可以尝试检查您的摄像机位置,确保它在正确的位置。另外,您也可以检查您的着色器设置,确保它们能够正确控制车轮的转动。如果以上都无法解决,您可以尝试更新您的OpenGL驱动程序,以确保您的系统可以正确运行OpenGL程序。
你既可以建立Win32项目使用API,也可以建立MFC工程
(一般不用MFC框架直接用API)
我给你一个例子吧,建立Win32空项目,添加一个cpp文件,编译执行就行了
(这是一个经典的opengl框架了)代码如下:
#pragma comment(lib,"opengl32lib")
#pragma comment(lib,"glu32lib")
#pragma comment(lib,"glauxlib")
#include <windowsh>
#include <gl/glh>
#include <gl/gluh>
#include <gl/glauxh>
HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance;
BOOL keys[256];
BOOL active=TRUE;
BOOL fullscreen=TRUE;
GLfloat rtri;
GLfloat rquad;
LRESULT CALLBACK WndProc(HWND,UINT,WPARAM,LPARAM);
GLvoid ResizeGLScene(GLsizei width,GLsizei height)
{
if(height==0)
height=1;
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(450f,(GLfloat)width/(GLfloat)height,01f,1000f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int InitGL(GLvoid)
{
glShadeModel(GL_SMOOTH);
glClearColor(00f,00f,00f,05f);
glClearDepth(10f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
return TRUE;
}
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(-15f,00f,-60f);
glRotatef(rtri,00f,10f,00f);
glBegin(GL_TRIANGLES);
glColor3f(10f,00f,00f);
glVertex3f(00f,10f,00f);
glColor3f(00f,10f,00f);
glVertex3f(-10f,-10f,10f);
glColor3f(00f,00f,10f);
glVertex3f(10f,-10f,10f);
glColor3f(10f,00f,00f);
glVertex3f(00f,10f,00f);
glColor3f(00f,00f,10f);
glVertex3f(10f,-10f,10f);
glColor3f(00f,10f,00f);
glVertex3f(10f,-10f,-10f);
glColor3f(10f,00f,00f);
glVertex3f(00f,10f,00f);
glColor3f(00f,10f,00f);
glVertex3f(10f,-10f,-10f);
glColor3f(00f,00f,10f);
glVertex3f(-10f,-10f,-10f);
glColor3f(10f,00f,00f);
glVertex3f(00f,10f,00f);
glColor3f(00f,00f,10f);
glVertex3f(-10f,-10f,-10f);
glColor3f(00f,10f,00f);
glVertex3f(-10f,-10f,10f);
glEnd();
glLoadIdentity();
glTranslatef(15f,00f,-70f);
glRotatef(rquad,10f,10f,10f);
glBegin(GL_QUADS);
glColor3f(00f,10f,00f);
glVertex3f(10f,10f,-10f);
glVertex3f(-10f,10f,-10f);
glVertex3f(-10f,10f,10f);
glVertex3f(10f,10f,10f);
glColor3f(10f,05f,00f);
glVertex3f(10f,-10f,10f);
glVertex3f(-10f,-10f,10f);
glVertex3f(-10f,-10f,-10f);
glVertex3f(10f,-10f,-10f);
glColor3f(10f,00f,00f);
glVertex3f(10f,10f,10f);
glVertex3f(-10f,10f,10f);
glVertex3f(-10f,-10f,10f);
glVertex3f(10f,-10f,10f);
glColor3f(10f,10f,00f);
//glVertex3f(10f,-10f,-10f);
//glVertex3f(-10f,-10f,-10f);
//glVertex3f(-10f,10f,-10f);
//glVertex3f(10f,10f,-10f);
glVertex3f(-10f,10f,-10f);
glVertex3f(10f,10f,-10f);
glVertex3f(10f,-10f,-10f);
glVertex3f(-10f,-10f,-10f);
glColor3f(00f,00f,10f);
glVertex3f(-10f,10f,10f);
glVertex3f(-10f,10f,-10f);
glVertex3f(-10f,-10f,-10f);
glVertex3f(-10f,-10f,10f);
glColor3f(10f,00f,10f);
glVertex3f(10f,10f,-10f);
glVertex3f(10f,10f,10f);
glVertex3f(10f,-10f,10f);
glVertex3f(10f,-10f,-10f);
glEnd();
rtri+=02f;
rquad-=015f;
return TRUE;
}
GLvoid KillGLWindow(GLvoid)
{
if(fullscreen)
{
ChangeDisplaySettings(NULL,0);
ShowCursor(TRUE);
}
if(hRC)
{
if(!wglMakeCurrent(NULL,NULL))
MessageBox(NULL,"释放DC或RC失败","关闭错误",MB_OK|MB_ICONINFORMATION);
if(!wglDeleteContext(hRC))
MessageBox(NULL,"释放RC失败","关闭错误",MB_OK|MB_ICONINFORMATION);
hRC=NULL;
}
if(hDC && !ReleaseDC(hWnd,hDC))
{
MessageBox(NULL,"释放DC失败","关闭错误",MB_OK|MB_ICONINFORMATION);
hDC=NULL;
}
if(hWnd && !DestroyWindow(hWnd))
{
MessageBox(NULL,"释放窗口句柄失败","关闭错误",MB_OK|MB_ICONINFORMATION);
hWnd=NULL;
}
if(!UnregisterClass("OpenG",hInstance))
{
MessageBox(NULL,"不能注销窗口类","关闭错误",MB_OK|MB_ICONINFORMATION);
hInstance=NULL;
}
}
BOOL CreateGLWindow(char title,int width,int height,int bits,BOOL fullscreenflag)
{
GLuint PixelFormat;
WNDCLASS wc;
DWORD dwExStyle;
DWORD dwStyle;
RECT WindowRect;
WindowRectleft=(long)0;
WindowRectright=(long)width;
WindowRecttop=(long)0;
WindowRectbottom=(long)height;
fullscreen=fullscreenflag;
hInstance=GetModuleHandle(NULL);
wcstyle=CS_HREDRAW|CS_VREDRAW|CS_OWNDC;
wclpfnWndProc=(WNDPROC)WndProc;
wccbClsExtra=0;
wccbWndExtra=0;
wchInstance=hInstance;
wchIcon=LoadIcon(NULL,IDI_WINLOGO);
wchCursor=LoadCursor(NULL,IDC_ARROW);
wchbrBackground=NULL;
wclpszMenuName=NULL;
wclpszClassName="OpenG";
if(!RegisterClass(&wc))
{
MessageBox(NULL,"注册窗口失败","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(fullscreen)
{
DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettingsdmSize=sizeof(dmScreenSettings);
dmScreenSettingsdmPelsWidth=width;
dmScreenSettingsdmPelsHeight=height;
dmScreenSettingsdmBitsPerPel=bits;
dmScreenSettingsdmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
if(ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
if(MessageBox(NULL,"全屏模式设置失败!\n使用窗口模式?","OpenGL 3D游戏编程",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE;
}
else
{
MessageBox(NULL,"程序将被关闭","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
}
}
if(fullscreen)
{
dwExStyle=WS_EX_APPWINDOW;
dwStyle=WS_POPUP;
ShowCursor(FALSE);
}
else
{
dwExStyle=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
}
AdjustWindowRectEx(&WindowRect,dwStyle,FALSE,dwExStyle);
if(!(hWnd=CreateWindowEx(dwExStyle,"OpenG",title,
dwStyle|WS_CLIPSIBLINGS|WS_CLIPCHILDREN,0,0,
WindowRectright-WindowRectleft,WindowRectbottom-WindowRecttop,
NULL,NULL,hInstance,NULL)))
{
KillGLWindow();
MessageBox(NULL,"窗口创建失败","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),1,
PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,bits,
0,0,0,0,0,0,
0,
0,
0,
0,0,0,0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0,0,0
};
if(!(hDC=GetDC(hWnd)))
{
KillGLWindow();
MessageBox(NULL,"不能创建一个窗口设备描述表","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
{
KillGLWindow();
MessageBox(NULL,"不能创建一个匹配的像素格式","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd))
{
KillGLWindow();
MessageBox(NULL,"不能设置像素格式","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!(hRC=wglCreateContext(hDC)))
{
KillGLWindow();
MessageBox(NULL,"不能创建OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
if(!wglMakeCurrent(hDC,hRC))
{
KillGLWindow();
MessageBox(NULL,"不能激活当前的OpenGL渲染描述表","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
ShowWindow(hWnd,SW_SHOW);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
ResizeGLScene(width,height);
if(!InitGL())
{
KillGLWindow();
MessageBox(NULL,"初始化失败","错误",MB_OK|MB_ICONINFORMATION);
return FALSE;
}
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hWnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
switch(uMsg)
{
case WM_ACTIVATE:
{
if(!HIWORD(wParam))
active=TRUE;
else
active=FALSE;
return 0;
}
case WM_SYSCOMMAND:
{
switch(wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
}
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
case WM_KEYDOWN:
{
keys[wParam]=TRUE;
return 0;
}
case WM_KEYUP:
{
keys[wParam]=FALSE;
return 0;
}
case WM_SIZE:
{
ResizeGLScene(LOWORD(lParam),HIWORD(lParam));
return 0;
}
}
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
MSG msg;
BOOL done=FALSE;
if(MessageBox(NULL,"你想在全屏模式下运行吗?","设置全屏模式",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE;
}
if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))
return 0;
while(!done)
{
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if(msgmessage==WM_QUIT)
done=TRUE;
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
if(active)
{
if(keys[VK_ESCAPE])
done=TRUE;
else
{
DrawGLScene();
SwapBuffers(hDC);
}
}
if(keys[VK_F1])
{
keys[VK_F1]=FALSE;
KillGLWindow();
fullscreen=!fullscreen;
if(!CreateGLWindow("Win32 SDK风格 OpenGL程序框架",640,480,16,fullscreen))
return 0;
}
}
}
KillGLWindow();
return msgwParam;
}
用右键点击魔兽的运行程序,然后选择发送到桌面快捷方式
然后找到桌面上新建的快捷方式,右键点击,选择属性,在打开的属性里面,选择快捷方式一页,然后在目标一栏的后面,打一个空格,然后打入-opengl
即可
也就是下面这样
"E:\Warcraft
III
117\Frozen
Throneexe"
-opengl
你这个问题应该通过第一步就解决了啊。。
(1)“d:\Program Files\Microsoft Visual Studio\VC98\include\GL文件夹”。把解压得到的gluth放到这个GL文件夹里。没有GL文件夹可以自己建一个,一般都有的。
还是同样的错误吗?
1 将main函数改为WinMain
2 将预定义宏_CONSOLE改为_WINDOWS
3
Project->Settings-Link最下边的编辑框里边,去掉/SUBSYSTEM:CONSOLE这个参数,或者将其改成
/SUBSYSTEM:WINDOWS。以上是VC6的配置,在VC7、8、9中,它对应的就是Windows子系统选项,修改之即可。
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